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Will a skill system be featured in Inquisition?


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#1
vaire

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 One of the things I didn't like in D.A.II (maybe because I like too much the D&D bard) was the lack of a persuasion skill. I know you can make a persuasive character nonetheless, but I find that the existence of the skill gave player more freedom in the choice of dialogue options and made it possible to create a more "rounded" character; for example a Mage/Warrior who could build a trap since he/she liked to build small mechanisms.
My question is: does anyone know whether Inquisition will have "skills" again and does anyone else want them?

Modifié par vaire, 29 décembre 2013 - 05:09 .


#2
Magdalena11

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I really miss the skills too but the only ones I used were persuade and herbalism. DA2 made both unnecessary since anyone could persuade or order potions from home. It was pretty cool having to decide if I wanted to learn trapmaking or herbalism or spend my training on tactics.

I think the only thing that has been released is that we'll be able to upgrade our own armor and weapons.

#3
Thibax

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I really, really, really love crafting skills from DAO.
Trap, poison, herbalism and rune, I want all back with a lot of recipes.
But I want more money or something that I can generating incomes to keep my crafts.
Maybe we can get weapon and armor crafts too.

Bioware, bring back crafting skills and recipes from both games.

#4
Hrungr

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It looks as though skills will be changing in DAI. In one of the Gameinformer videos we see these "Exploration Skills".

Image IPB

The skills look like...

Rogue: Agility, Lockpicking
Warriors: Strength, Bash, Toughness
Mages: Energy, Dispel, Creation

Question is, will there be other skills than "Exploration"?

#5
nightcobra

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i remember Mr.Gaider or another one of the developers saying something about experimenting with bringing back coercion albeit in a different way, as in, if you want to persuade nobility you'd have to invest in etiquette or if you want to persuade thieves, streetwise is what you'd want.
something along those lines.

#6
Thibax

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I didn't see this exploration skill image.

I really hope see something about crafting.

#7
vaire

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Thank you for the answers, even though I cannot see the image, nonetheless the idea of etiquette/streetwise is interesting, albeit a bit redundant.

#8
Spectre slayer

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nightcobra8928 wrote...

i remember Mr.Gaider or another one of the developers saying something about experimenting with bringing back coercion albeit in a different way, as in, if you want to persuade nobility you'd have to invest in etiquette or if you want to persuade thieves, streetwise is what you'd want.
something along those lines.


It wasn't them saying they were experimenting with them, it was Laidlaw confirming that there's somekind of persuasion tree in DAI and will include how to talk to nobility and all things that are involved in that amoung other things in the special edition podcast from game informer.

I really, really, really love crafting skills from DAO. Trap, poison, herbalism and rune, I want all back with a lot of recipes.

But I want more money or something that I can generating incomes to keep my crafts. 

Maybe we can get weapon and armor crafts too.
Bioware, bring back crafting skills and recipes from both games


Herbalism, rune crafting are a no, craft and customize weapons and armours, find or buy recipes are a yes. Generating money by certain actions is highly likely considering the Dagana still had the words our collections have coins flowing into the inquisitio's coffers. 

They have talked about other non combat skills, have talked about alchemy which will be closer to DA2 than DAO, we can't craft certain things ourselves( we can craft and customize weapons and armour but not potions and runes) and can't create potions outside of the specified area's but we can find recipes in the world probably buy them from people and other places supposedly offer different types of potions.

The overall  crafting system for everything gets better through use but haven't specified how exactly since they said it's not exactly a level system. We can eventually take apart any armour that we like and create a new better version of it that looks anyway we want it to with stats on par with basic endgame gear, can swap out different parts of weapons and add runes to them via an enchanter.

Looks like lockpicking is back according to those trees amoung other things  but everything is kinda hard to see.

Don't know if it's like DAO where they got their own separate slot for them or if they have their own talent tree in abilities.

Poisons are back but there's nothing on that beyond that just yet, not sure about traps, there are bombs aswell.

Modifié par Spectre slayer, 29 décembre 2013 - 08:37 .


#9
teh DRUMPf!!

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 We'll have to disagree on that. I did not like persuasion in DA:O. You can say the exact same thing in the exact same situation, but success depends on having Coercion points, as though the character has some sort of aura-of-persuasion around them if you've invested in the skill. DA2 had different types of persuasion that lined up with the character you played as. This was believeable, and also importantly, there are tradeoffs involved with how you're RP'ing -- no perfect path.

I do miss crafting, however. Stealing was fun, too, but it's a luxury that I can live without.

Modifié par HYR 2.0, 29 décembre 2013 - 08:17 .


#10
vaire

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You make a legitimate point, still I think that many times it is more important how and with which attitude you say things rather than what you say, somehow depressing I know, but that is what charismatic people are able to do. In D.A.II you were forced to be almost always a peacekeeper and generally "good" to persuade people, which I didn't like since a silver tongued person is not good by default.
As for crafting it seems we'll both continue to miss it! XD

#11
andy6915

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vaire wrote...

You make a legitimate point, still I think that many times it is more important how and with which attitude you say things rather than what you say, somehow depressing I know, but that is what charismatic people are able to do. In D.A.II you were forced to be almost always a peacekeeper and generally "good" to persuade people, which I didn't like since a silver tongued person is not good by default.
As for crafting it seems we'll both continue to miss it! XD


You're wrong about the bolded, actually. Count them-

http://dragonage.wik.../Dialogue_wheel


Diplomatic data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D
Image IPB

[*] In the quest Tranquility,when the Ferelden refugees outside Lirene's Imports angrily question Hawke about seeking Anders, usually Hawke must either ask Bethany/Carver to step in or fight the refugees. A diplomatic Hawke, however, has a special "We're on the same side" option that allows Hawke to successfully persuade the refugees to leave without needing the assistance of his/her sibling or his/her fighting skills.

[*] If the Warden in the first game chose either to cure the werewolves or at least to side with the elves against the werewolves, there will be an unofficial encounter without a quest name in The Wounded Coast in which supposed former werewolf is being harassed by elves. Usually, Hawke must either defend the man and thus fight the elves, or avoid a fight by letting the elves kill the man. However, a diplomatic Hawke has a special option that convinces the elven assassin that killing the man isn't what her mother would have wanted, causing the elves to leave peacefully without either fighting Hawke or killing the man.

[*] In the quest All That Remains, normally Gascard DuPuis either joins Quentin in the quest's final battle or he is killed by Varric if Varric is in your party. However, if Hawke does not have Varric in his/her party, and the player is using a diplomatic Hawke, there is a special option to turn Gascard DuPuis away from his chosen path so he'll join you in the final battle instead of Quentin.

[*] In the quest Demands of the Qun, Orsino and Meredith get into an argument about conflicting plans regarding how to battle the Qunari. Normally, Hawke must choose either Orsino's plan or Meredith's plan. However, a diplomatic Hawke has a special option to convince them both to stop arguing, and Orsino will decide Hawke should lead them and make a plan.




Sarcastic data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D
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[*] In the quest The Destruction of Lothering, a charming Hawke can convince Cavril to give up the profits he owes to Athenril. Usually, he has to be intimidated by Hawke or Aveline to receive the payment. Although this is also a non-violent means of getting the money, there are no friendship points gained, unlike when Hawke asks Aveline to intervene.

[*] In the quest Act of Mercy, if when the apostate mages ask the player agrees to lie to Ser Kerras that the mages he's seeking are already dead, a sarcastic Hawke has an additional lying option upon returning to Kerras; a sarcastic Hawke can choose "I'm your best friend." Hawke will convince Kerras that Hawke's doing him a favor by telling him about the mages already being dead but the leader having fled towards the coast. The templars will leave for the coast without a fight.

[*] In the quest Finders Keepers, during the segment of the quest in which the player is trying to
convince the guards outside Woodrow's Warehouse to leave, a sarcastic Hawke can lie to them and persuade them that there's a fire nearby that they must investigate. (However, this sarcastic Hawke-specific option will not work if Merrill is in the party since Merrill will take you literally and say there's no fire, causing you to have to fight the guards.)




Aggressive data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D
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[*] In the quest Finders Keepers, an aggressive Hawke can successfully threaten Aden into giving
information. Other personalities will not be successful in their threats, and will need to bribe the assistant for 2 gold.

[*] In the quest Blackpowder Promise, an aggressive Hawke may convince the exiled Tal'Vashoth to fight alongside him/her in the final boss battle.

[*] In the quest Wayward Son, when Hawke interrogates Vincento about Feynriel's location, normally
either Vincento will clam up or a mage Hawke or Bethany the mage sibling must use a special dialogue option to prove Hawke a friend of runaways. However, if the player is using an aggressive Hawke, there is an additional special option; Hawke can simply threaten Vincento into revealing Feynriel's location.

[*] In the quest The Deep Roads Expedition, if Hawke makes a deal with the profane hunger demon so the demon would tell him the location of a key that unlocks the upper levels, the demon will reappear at the end of the quest in a futile effort to convince you to take only the key and not any of the treasure. Hawke normally ends
up either fighting the demon or asking Varric to kill it; however, if the player is using an aggressive Hawke, there is an additional special option to threaten the demon to back off.

[*] Rather than confronting Ser Varnell in the quest Offered and Lost,an aggressive Hawke is able to side with him to kill the captured Qunari (this allows the player a later option of siding with Petrice in Following the Qun).

[*] In the quest All That Remains, normally Gascard DuPuis either joins Quentin in the quest's final battle or he is killed by Varric if Varric is in your party. However, if Hawke does not have Varric in his/her party, and the player is using an aggressive Hawke, Hawke has a special option that threatens Gascard DuPuis into helping Hawke in the final battle instead of Quentin.

[*] During No Rest for the Wicked an aggressive Hawke can ask Velasco to kill Isabela. It still is a bluff and Velasco doesn't do it, but Isabela is shocked. The quest proceeds normally.





Nice gets you 4 persuade choices, sarcastic gets you 3, and aggressive a whopping 7. So being a royal jackass actually convinced the most people, not being nice.

Modifié par andy69156915, 29 décembre 2013 - 10:00 .


#12
vaire

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Yes, in terms of result you are right, but I think those would be Intimidation check rather than persuasion. You are right in the sense that both Intimidation and Persuasion were increased by the skill Coercion, still one was based upon Strength, the other upon Cunning.
Thank you for the excellent answer.

#13
andy6915

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vaire wrote...

Yes, in terms of result you are right, but I think those would be Intimidation check rather than persuasion. You are right in the sense that both Intimidation and Persuasion were increased by the skill Coercion, still one was based upon Strength, the other upon Cunning.
Thank you for the excellent answer.


But they don't check stats. All it checks is what personality you have by counting up how many times you've picked red (mean and blunt) and purple (charming and sarcastic) and blue (friendly and diplomatic) dialogue choices. A rogue with no strength past the starting 10 or so can do every single aggressive persuasion in the game, all that matters is they pick red dialogue the most. So it's not comparable to the old intimidation system, it IS the coercion skill of DA2. So being mean does let you get the most persuasion options, it's not intimidation in the DAO sense.

#14
Thibax

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Then the Stronghold in DAI will be something like the Castle in Dragon Age Legends?
There will be workstations to crafting itens as potions, bombs and injury kits.
I love bombs and traps are cool too ^^

#15
Armorat

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andy69156915 wrote...

vaire wrote...

Yes, in terms of result you are right, but I think those would be Intimidation check rather than persuasion. You are right in the sense that both Intimidation and Persuasion were increased by the skill Coercion, still one was based upon Strength, the other upon Cunning.
Thank you for the excellent answer.


But they don't check stats. All it checks is what personality you have by counting up how many times you've picked red (mean and blunt) and purple (charming and sarcastic) and blue (friendly and diplomatic) dialogue choices. A rogue with no strength past the starting 10 or so can do every single aggressive persuasion in the game, all that matters is they pick red dialogue the most. So it's not comparable to the old intimidation system, it IS the coercion skill of DA2. So being mean does let you get the most persuasion options, it's not intimidation in the DAO sense.

Makes more sense to me...seems like a dude with some insanely sharp knives and a reputation of excessive bloodletting could be just as intimidating as a hulking guy with a big hammer. Hell, considering the state of things in Thedas, shouldn't a mage be the most intimidating class of all to an NPC?

#16
Spectre slayer

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Thibax wrote...

Then the Stronghold in DAI will be something like the Castle in Dragon Age Legends?
There will be workstations to crafting itens as potions, bombs and injury kits.
I love bombs and traps are cool too ^^


The main stronghold for the inquisition hasn't been showed off nor have they given out much information on it other than it's supposed to freak us out and be more grandiose than the keep system that they've showed off and told us about. So i'm not entirely sure how exactly that's going to work but that's probably possible, but with the bases, outposts, keeps you take over. You have the ability to designate keeps to have certain functions like military might, commerce, espionage.

Sort of but the whole crafting and customization system revolves around creating, enhance, changing weapons and amours instead of being able to craft potions and runes, it'll be more similar to DA2's system where we found or bough recipes than went back to Gamelens or the estate or to the person to order potions, runes, poisions, grenades but some places and people will have different types of recipes available throughout the world and have ones specific to just that place.

#17
Thibax

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Spectre slayer, thank you :)

I am waiting for great news about skills and crafting and curious how exploration skills will work.

Bioware, let's shake some bombs.

#18
vaire

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andy69156915 wrote...

vaire wrote...

Yes, in terms of result you are right, but I think those would be Intimidation check rather than persuasion. You are right in the sense that both Intimidation and Persuasion were increased by the skill Coercion, still one was based upon Strength, the other upon Cunning.
Thank you for the excellent answer.


But they don't check stats. All it checks is what personality you have by counting up how many times you've picked red (mean and blunt) and purple (charming and sarcastic) and blue (friendly and diplomatic) dialogue choices. A rogue with no strength past the starting 10 or so can do every single aggressive persuasion in the game, all that matters is they pick red dialogue the most. So it's not comparable to the old intimidation system, it IS the coercion skill of DA2. So being mean does let you get the most persuasion options, it's not intimidation in the DAO sense.


In this sense you are right. Still I think that RP-wise what you are doing is different. Maybe I'm just a bit too attached to persuasion. XD

#19
SomeoneStoleMyName

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Hey Andy... that IS interesting. I never knew that being consistent with the various choices opened additional dialogue. I was always curious what caused some of my characters to threathen people successfully and why some of my characters werent taken seriously with their threats. So the DA2 dialoge system isnt as shallow and pointless as I thought... yet still I wish they would have a bigger impact.